Maker-Centered Project-Based Learning: The Effort to Improve Skills of Graphic Design and Student's Learning Liveliness
Open accessAbstract
Maker-Centered Project Based Learning is one of the developed learning models that emphasize the concept of stimulation to develop students' creativity, productivity, and innovation. This learning model is suitable because it has a positive simulation value to encourage students to solve real-life problems. Therefore, this research focuses on examining the application of the Maker-Centered Project-Based Learning Model in student lecture activities to improve graphic design skills and student learning activities. This research uses a quasi-experimental method with a Posttest-only Control technique through a quantitative approach. A total of 68 students were involved in this research, with 34 students for each control class experimental class. The sampling technique used in this research is cluster random sampling. Student project assessment sheets consisting of 2 aspects, namely graphic design skills and Student Learning Activities, were used to collect data. The results showed that students' graphic design skills and active learning increased significantly after applying the Maker-Centered Project-Based Learning Model with a 95% confidence level. In its application, the Maker-Centered Project-Based Learning model can give real meaning to life for students. Realizing the goals of human life requires an active role from oneself, which is supported by the role of other individuals from outside oneself. In addition, the application of maker-centered project-based learning on the creator can significantly increase student learning activity. Received: 18 September 2021 / Accepted: 9 February 2022 / Published: 5 May 2022
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Maker activities embedded within project-based learning environments improve students' perceived competence in STEM subjects.
“Empirical evidence suggests that when Maker activities are embedded within projectbased learning environments, students experience improvements in their perceived competence in STEM subjects (Sormunen et al., 2020;Sumantri et al., 2022).”
From Fostering students’ motivation and self-efficacy in science, technology, engineering, and design through design thinking and making in project-based learning: a gender-perspective study in primary education (2025) · cites this paper as Sumantri et al., 2022
The Abstract reports that maker-centered project-based learning significantly improved students’ graphic design skills and active learning. The Data Collected and Data Analysis section identifies those as the assessed outcomes; it does not report perceived competence in STEM subjects. (LLM, conf=0.84)
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“Empirical evidence suggests that when Maker activities are embedded within project-based learning environments, students experience improvements in their perceived competence in STEM subjects (Sormunen et al., 2020; Sumantri et al., 2022).”
- Authors
- Sumantri, M. S., Gandana, G., Supriatna, A. R., Iasha, V., & Setiawan, B.
- Affiliations
- State University of Jakarta (ID)
- Indonesia University of Education (ID)
- Universitas PGRI Adi Buana Surabaya (ID)
- Venue
- Journal of Educational and Social Research
- Publisher
- Richtmann Publishing
- Published
- 2022-05-05
- Volume
- 12
- Issue
- 3
- Pages
- 191
- ISSN
- 2239-978X (ISSN-L)
- 2240-0524
- OpenAlex
- W4229040272
- Cited by
- 21
- References
- 31
- Citations by year
- 2026: 2 · 2025: 2 · 2024: 5 · 2023: 7 · 2022: 5
- FWCI
- 10.25
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Journal of Educational and Social Research (publishedVersion, cc-by-nc)
- Topics
- Social Sciences › Education › Problem and Project Based Learning
- Physical Sciences › Engineering › Mechanical Engineering › Design Education and Practice
- Social Sciences › Education › Vocational and Entrepreneurial Education
- Keywords
- project-based learning, graphic design skills, student learning activity, active learning, creativity, innovation, design education
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